using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using CapturarObjetos.Nucleo;
using CapturarObjetos.Fases;

namespace CapturarObjetos
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        ContentManager content;

        //fases
        public enum fases {
            ESTATICA,
            FIXA,
        }

        public static fases faseAtual = fases.ESTATICA;
        KeyboardState keyboard;

        Estatica estatica;

        //IMPLEMENTAR UM RANDOM< UM JOGADOR< UAM LISTA DE ENERGIAS E UMA DE INIMIGOS

        Camera camera;
        
        

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            camera = new Camera();
            //content = Content;

            keyboard = new KeyboardState();

            estatica = new Estatica(Content, camera);


            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            //"abrindo seus olhos":

            float rotacao = 0.0f;
            Vector3 posicao = new Vector3(0,0,0);


            #region camera_movement
            if (keyboard.IsKeyDown(Keys.W))
            {
                //camera.
            }

            if (keyboard.IsKeyDown(Keys.D))
            {

            }

            if (keyboard.IsKeyDown(Keys.S))
            {

            }

            if (keyboard.IsKeyDown(Keys.A))
            {

            }
            #endregion


            camera.Update(rotacao, posicao);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here

            //Desenhar fase correta

            switch (faseAtual)
            {
                case fases.ESTATICA:
                    {
                        estatica.Desenhar(camera);
                        break;
                    }

            }
           
                
           
        

            base.Draw(gameTime);
        }
    }
}
